﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
using System.Reflection;

namespace D3_Adventures.Enumerations
{
    // datagram from Actor Attributes
    public struct ActorAttribute
    {
        public uint offset;// { get; set; }
        public Type type;// { get; set; }

        public ActorAttribute(uint offset, Type type)
        {
            this.offset = offset;
            this.type = type;
        }
    }

    // had to use struct since I couldn't have an abstract enum
    public struct ActorAttributes
    {
        public static Dictionary<string, ActorAttribute> _all
        {
            get
            {
                FieldInfo[] fields = typeof(ActorAttributes).GetFields();
                Dictionary<string, ActorAttribute> ret = new Dictionary<string,ActorAttribute>();

                foreach (FieldInfo fi in fields)
                {
                    ret.Add(fi.Name , (ActorAttribute)fi.GetValue(null));
                }
                return ret;
            }
        }

        public static string[] _names
        {
            get
            {
                FieldInfo[] fields = typeof(ActorAttributes).GetFields();
                string[] ret = new string[fields.Length];
                int i = 0;

                foreach (FieldInfo fi in fields)
                {
                    ret[i] = fi.Name;
                    i++;
                }
                return ret;
            }
        }
        #region Attributes
        public static ActorAttribute Axe_Bad_Data = new ActorAttribute(0x000, typeof(int));
        public static ActorAttribute Attribute_Timer = new ActorAttribute(0x001, typeof(float));
        public static ActorAttribute Attribute_Pool = new ActorAttribute(0x002, typeof(float));
        public static ActorAttribute Death_Count = new ActorAttribute(0x003, typeof(float));
        public static ActorAttribute DualWield_Hand = new ActorAttribute(0x004, typeof(float));
        public static ActorAttribute DualWield_Hand_Next = new ActorAttribute(0x005, typeof(float));
        public static ActorAttribute DualWield_Hands_Swapped = new ActorAttribute(0x006, typeof(float));
        public static ActorAttribute Respawn_Game_Time = new ActorAttribute(0x007, typeof(float));
        public static ActorAttribute Backpack_Slots = new ActorAttribute(0x008, typeof(float));
        public static ActorAttribute Shared_Stash_Slots = new ActorAttribute(0x009, typeof(float));
        public static ActorAttribute Strength = new ActorAttribute(0x00A, typeof(int));
        public static ActorAttribute Dexterity = new ActorAttribute(0x00B, typeof(int));
        public static ActorAttribute Intelligence = new ActorAttribute(0x00C, typeof(int));
        public static ActorAttribute Vitality = new ActorAttribute(0x00D, typeof(int));
        public static ActorAttribute Strength_Total = new ActorAttribute(0x00E, typeof(int));
        public static ActorAttribute Dexterity_Total = new ActorAttribute(0x00F, typeof(int));
        public static ActorAttribute Intelligence_Total = new ActorAttribute(0x010, typeof(int));
        public static ActorAttribute Vitality_Total = new ActorAttribute(0x011, typeof(int));
        public static ActorAttribute Strength_Bonus = new ActorAttribute(0x012, typeof(int));
        public static ActorAttribute Dexterity_Bonus = new ActorAttribute(0x013, typeof(int));
        public static ActorAttribute Intelligence_Bonus = new ActorAttribute(0x014, typeof(int));
        public static ActorAttribute Vitality_Bonus = new ActorAttribute(0x015, typeof(int));
        public static ActorAttribute Strength_Bonus_Percent = new ActorAttribute(0x016, typeof(int));
        public static ActorAttribute Dexterity_Bonus_Percent = new ActorAttribute(0x017, typeof(int));
        public static ActorAttribute Intelligence_Bonus_Percent = new ActorAttribute(0x018, typeof(int));
        public static ActorAttribute Vitality_Bonus_Percent = new ActorAttribute(0x019, typeof(int));
        public static ActorAttribute Strength_Reduction_Percent = new ActorAttribute(0x01A, typeof(int));
        public static ActorAttribute Dexterity_Reduction_Percent = new ActorAttribute(0x01B, typeof(int));
        public static ActorAttribute Intelligence_Reduction_Percent = new ActorAttribute(0x01C, typeof(int));
        public static ActorAttribute Vitality_Reduction_Percent = new ActorAttribute(0x01D, typeof(int));
        public static ActorAttribute Primary_Damage_Attribute = new ActorAttribute(0x01E, typeof(float));
        public static ActorAttribute Attack = new ActorAttribute(0x01F, typeof(int));
        public static ActorAttribute Precision = new ActorAttribute(0x020, typeof(int));
        public static ActorAttribute Defense = new ActorAttribute(0x021, typeof(int));
        public static ActorAttribute Attack_Total = new ActorAttribute(0x022, typeof(int));
        public static ActorAttribute Precision_Total = new ActorAttribute(0x023, typeof(int));
        public static ActorAttribute Defense_Total = new ActorAttribute(0x024, typeof(int));
        public static ActorAttribute Attack_Bonus = new ActorAttribute(0x025, typeof(int));
        public static ActorAttribute Precision_Bonus = new ActorAttribute(0x026, typeof(int));
        public static ActorAttribute Defense_Bonus = new ActorAttribute(0x027, typeof(int));
        public static ActorAttribute Attack_Bonus_Percent = new ActorAttribute(0x028, typeof(int));
        public static ActorAttribute Precision_Bonus_Percent = new ActorAttribute(0x029, typeof(int));
        public static ActorAttribute Defense_Bonus_Percent = new ActorAttribute(0x02A, typeof(int));
        public static ActorAttribute Attack_Reduction_Percent = new ActorAttribute(0x02B, typeof(int));
        public static ActorAttribute Precision_Reduction_Percent = new ActorAttribute(0x02C, typeof(int));
        public static ActorAttribute Defense_Reduction_Percent = new ActorAttribute(0x02D, typeof(int));
        public static ActorAttribute Armor = new ActorAttribute(0x02E, typeof(int));
        public static ActorAttribute Armor_Bonus_Percent = new ActorAttribute(0x02F, typeof(int));
        public static ActorAttribute Armor_Item = new ActorAttribute(0x030, typeof(int));
        public static ActorAttribute Armor_Bonus_Item = new ActorAttribute(0x031, typeof(int));
        public static ActorAttribute Armor_Item_Percent = new ActorAttribute(0x032, typeof(int));
        public static ActorAttribute Armor_Item_SubTotal = new ActorAttribute(0x033, typeof(int));
        public static ActorAttribute Armor_Item_Total = new ActorAttribute(0x034, typeof(int));
        public static ActorAttribute Armor_Total = new ActorAttribute(0x035, typeof(int));
        public static ActorAttribute Experience_Granted = new ActorAttribute(0x036, typeof(float));
        public static ActorAttribute Experience_Next = new ActorAttribute(0x037, typeof(float));
        public static ActorAttribute Gold_Granted = new ActorAttribute(0x038, typeof(float));
        public static ActorAttribute Gold = new ActorAttribute(0x039, typeof(float));
        public static ActorAttribute Gold_Find = new ActorAttribute(0x03A, typeof(int));
        public static ActorAttribute Level = new ActorAttribute(0x03B, typeof(float));
        public static ActorAttribute Level_Cap = new ActorAttribute(0x03C, typeof(float));
        public static ActorAttribute Magic_Find = new ActorAttribute(0x03D, typeof(int));
        public static ActorAttribute Magic_And_Gold_Find_Suppressed = new ActorAttribute(0x03E, typeof(float));
        public static ActorAttribute Treasure_Find = new ActorAttribute(0x03F, typeof(int));
        public static ActorAttribute Resource_Cost_Reduction_Amount = new ActorAttribute(0x040, typeof(float));
        public static ActorAttribute Resource_Cost_Reduction_Total = new ActorAttribute(0x041, typeof(int));
        public static ActorAttribute Resource_Set_Point_Bonus = new ActorAttribute(0x042, typeof(int));
        public static ActorAttribute Faster_Healing_Percent = new ActorAttribute(0x043, typeof(int));
        public static ActorAttribute Spending_Resource_Heals_Percent = new ActorAttribute(0x044, typeof(int));
        public static ActorAttribute Bonus_Healing_Received_Percent = new ActorAttribute(0x045, typeof(int));
        public static ActorAttribute Reduced_Healing_Received_Percent = new ActorAttribute(0x046, typeof(int));
        public static ActorAttribute Experience_Bonus = new ActorAttribute(0x047, typeof(int));
        public static ActorAttribute Experience_Bonus_Percent = new ActorAttribute(0x048, typeof(int));
        public static ActorAttribute Health_Globe_Bonus_Chance = new ActorAttribute(0x049, typeof(int));
        public static ActorAttribute Health_Globe_Bonus_Mult_Chance = new ActorAttribute(0x04A, typeof(int));
        public static ActorAttribute Health_Globe_Bonus_Health = new ActorAttribute(0x04B, typeof(int));
        public static ActorAttribute Increased_Health_From_Globes_Percent = new ActorAttribute(0x04C, typeof(int));
        public static ActorAttribute Increased_Health_From_Globes_Percent_Total = new ActorAttribute(0x04D, typeof(int));
        public static ActorAttribute Bonus_Health_Percent_Per_Second_From_Globes = new ActorAttribute(0x04E, typeof(int));
        public static ActorAttribute Bonus_Health_Percent_Per_Second_From_Globes_Total = new ActorAttribute(0x04F, typeof(int));
        public static ActorAttribute Mana_Gained_From_Globes_Percent = new ActorAttribute(0x050, typeof(int));
        public static ActorAttribute Mana_Gained_From_Globes = new ActorAttribute(0x051, typeof(int));
        public static ActorAttribute Resistance = new ActorAttribute(0x052, typeof(int));
        public static ActorAttribute Resistance_Percent = new ActorAttribute(0x053, typeof(int));
        public static ActorAttribute Resistance_Total = new ActorAttribute(0x054, typeof(int));
        public static ActorAttribute Resistance_All = new ActorAttribute(0x055, typeof(int));
        public static ActorAttribute Resistance_Percent_All = new ActorAttribute(0x056, typeof(int));
        public static ActorAttribute Resistance_From_Intelligence = new ActorAttribute(0x057, typeof(int));
        public static ActorAttribute Class_Damage_Reduction_Percent = new ActorAttribute(0x058, typeof(int));
        public static ActorAttribute Skill = new ActorAttribute(0x059, typeof(float));
        public static ActorAttribute Skill_Total = new ActorAttribute(0x05A, typeof(float));
        public static ActorAttribute TeamID = new ActorAttribute(0x05B, typeof(float));
        public static ActorAttribute Team_Override = new ActorAttribute(0x05C, typeof(float));
        public static ActorAttribute Invulnerable = new ActorAttribute(0x05D, typeof(float));
        public static ActorAttribute Loading = new ActorAttribute(0x05E, typeof(float));
        public static ActorAttribute Loading_Player_ACD = new ActorAttribute(0x05F, typeof(float));
        public static ActorAttribute Loading_Power_SNO = new ActorAttribute(0x060, typeof(float));
        public static ActorAttribute Loading_Anim_Tag = new ActorAttribute(0x061, typeof(float));
        public static ActorAttribute Loading_NewGame = new ActorAttribute(0x062, typeof(float));
        public static ActorAttribute Auto_Porting_To_Save_Point = new ActorAttribute(0x063, typeof(float));
        public static ActorAttribute No_Damage = new ActorAttribute(0x064, typeof(float));
        public static ActorAttribute No_AutoPickup = new ActorAttribute(0x065, typeof(float));
        public static ActorAttribute Light_Radius_Percent_Bonus = new ActorAttribute(0x066, typeof(int));
        public static ActorAttribute Hitpoints_Cur = new ActorAttribute(0x067, typeof(int));
        public static ActorAttribute Hitpoints_Factor_Level = new ActorAttribute(0x068, typeof(int));
        public static ActorAttribute Hitpoints_Factor_Vitality = new ActorAttribute(0x069, typeof(int));
        public static ActorAttribute Hitpoints_Total_From_Vitality = new ActorAttribute(0x06A, typeof(int));
        public static ActorAttribute Hitpoints_Total_From_Level = new ActorAttribute(0x06B, typeof(int));
        public static ActorAttribute Hitpoints_Granted = new ActorAttribute(0x06C, typeof(int));
        public static ActorAttribute Hitpoints_Granted_Duration = new ActorAttribute(0x06D, typeof(float));
        public static ActorAttribute Hitpoints_Max = new ActorAttribute(0x06E, typeof(int));
        public static ActorAttribute Hitpoints_Max_Bonus = new ActorAttribute(0x06F, typeof(int));
        public static ActorAttribute Hitpoints_Max_Total = new ActorAttribute(0x070, typeof(int));
        public static ActorAttribute Hitpoints_Percent = new ActorAttribute(0x071, typeof(int));
        public static ActorAttribute Hitpoints_Regen_Per_Second = new ActorAttribute(0x072, typeof(int));
        public static ActorAttribute Hitpoints_Max_Percent_Bonus = new ActorAttribute(0x073, typeof(int));
        public static ActorAttribute Hitpoints_Max_Percent_Bonus_Item = new ActorAttribute(0x074, typeof(int));
        public static ActorAttribute Hitpoints_Healed_Target = new ActorAttribute(0x075, typeof(int));
        public static ActorAttribute Resource_Type_Primary = new ActorAttribute(0x076, typeof(float));
        public static ActorAttribute Resource_Type_Secondary = new ActorAttribute(0x077, typeof(float));
        public static ActorAttribute Resource_Cur = new ActorAttribute(0x078, typeof(int));
        public static ActorAttribute Resource_Max = new ActorAttribute(0x079, typeof(int));
        public static ActorAttribute Resource_Max_Bonus = new ActorAttribute(0x07A, typeof(int));
        public static ActorAttribute Resource_Max_Total = new ActorAttribute(0x07B, typeof(int));
        public static ActorAttribute Resource_Factor_Level = new ActorAttribute(0x07C, typeof(int));
        public static ActorAttribute Resource_Granted = new ActorAttribute(0x07D, typeof(int));
        public static ActorAttribute Resource_Granted_Duration = new ActorAttribute(0x07E, typeof(float));
        public static ActorAttribute Resource_Percent = new ActorAttribute(0x07F, typeof(int));
        public static ActorAttribute Resource_Regen_Per_Second = new ActorAttribute(0x080, typeof(int));
        public static ActorAttribute Resource_Regen_Bonus_Percent = new ActorAttribute(0x081, typeof(int));
        public static ActorAttribute Resource_Regen_Total = new ActorAttribute(0x082, typeof(int));
        public static ActorAttribute Resource_Max_Percent_Bonus = new ActorAttribute(0x083, typeof(int));
        public static ActorAttribute Resource_Capacity_Used = new ActorAttribute(0x084, typeof(int));
        public static ActorAttribute Resource_Effective_Max = new ActorAttribute(0x085, typeof(int));
        public static ActorAttribute Resource_Regen_Percent_Per_Second = new ActorAttribute(0x086, typeof(int));
        public static ActorAttribute Resource_Degeneration_Stop_Point = new ActorAttribute(0x087, typeof(int));
        public static ActorAttribute Movement_Scalar = new ActorAttribute(0x088, typeof(int));
        public static ActorAttribute Walking_Rate = new ActorAttribute(0x089, typeof(int));
        public static ActorAttribute Running_Rate = new ActorAttribute(0x08A, typeof(int));
        public static ActorAttribute Sprinting_Rate = new ActorAttribute(0x08B, typeof(int));
        public static ActorAttribute Strafing_Rate = new ActorAttribute(0x08C, typeof(int));
        public static ActorAttribute Walking_Rate_Total = new ActorAttribute(0x08D, typeof(int));
        public static ActorAttribute Running_Rate_Total = new ActorAttribute(0x08E, typeof(int));
        public static ActorAttribute Last_Running_Rate = new ActorAttribute(0x08F, typeof(int));
        public static ActorAttribute Sprinting_Rate_Total = new ActorAttribute(0x090, typeof(int));
        public static ActorAttribute Strafing_Rate_Total = new ActorAttribute(0x091, typeof(int));
        public static ActorAttribute Movement_Bonus_Total = new ActorAttribute(0x092, typeof(int));
        public static ActorAttribute Movement_Scalar_Subtotal = new ActorAttribute(0x093, typeof(int));
        public static ActorAttribute Movement_Scalar_Capped_Total = new ActorAttribute(0x094, typeof(int));
        public static ActorAttribute Movement_Scalar_Uncapped_Bonus = new ActorAttribute(0x095, typeof(int));
        public static ActorAttribute Movement_Scalar_Total = new ActorAttribute(0x096, typeof(int));
        public static ActorAttribute Movement_Bonus_Run_Speed = new ActorAttribute(0x097, typeof(int));
        public static ActorAttribute Casting_Speed = new ActorAttribute(0x098, typeof(int));
        public static ActorAttribute Casting_Speed_Bonus = new ActorAttribute(0x099, typeof(int));
        public static ActorAttribute Casting_Speed_Total = new ActorAttribute(0x09A, typeof(int));
        public static ActorAttribute Always_Hits = new ActorAttribute(0x09B, typeof(float));
        public static ActorAttribute Hit_Chance = new ActorAttribute(0x09C, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Item = new ActorAttribute(0x09D, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Item_Percent = new ActorAttribute(0x09E, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Item_Subtotal = new ActorAttribute(0x09F, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Item_Bonus = new ActorAttribute(0x0A0, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Item_Total = new ActorAttribute(0x0A1, typeof(int));
        public static ActorAttribute Attacks_Per_Second = new ActorAttribute(0x0A2, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Bonus = new ActorAttribute(0x0A3, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Total = new ActorAttribute(0x0A4, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Percent = new ActorAttribute(0x0A5, typeof(int));
        public static ActorAttribute AI_Cooldown_Reduction_Percent = new ActorAttribute(0x0A6, typeof(int));
        public static ActorAttribute Power_Cooldown_Reduction_Percent = new ActorAttribute(0x0A7, typeof(int));
        public static ActorAttribute Damage_Delta = new ActorAttribute(0x0A8, typeof(int));
        public static ActorAttribute Damage_Delta_Total = new ActorAttribute(0x0A9, typeof(int));
        public static ActorAttribute Damage_Min = new ActorAttribute(0x0AA, typeof(int));
        public static ActorAttribute Damage_Bonus_Min = new ActorAttribute(0x0AB, typeof(int));
        public static ActorAttribute Damage_Min_Total = new ActorAttribute(0x0AC, typeof(int));
        public static ActorAttribute Damage_Min_Subtotal = new ActorAttribute(0x0AD, typeof(int));
        public static ActorAttribute Damage_Percent_All_From_Skills = new ActorAttribute(0x0AE, typeof(int));
        public static ActorAttribute Damage_Weapon_Delta = new ActorAttribute(0x0AF, typeof(int));
        public static ActorAttribute Damage_Weapon_Delta_SubTotal = new ActorAttribute(0x0B0, typeof(int));
        public static ActorAttribute Damage_Weapon_Max = new ActorAttribute(0x0B1, typeof(int));
        public static ActorAttribute Damage_Weapon_Max_Total = new ActorAttribute(0x0B2, typeof(int));
        public static ActorAttribute Damage_Weapon_Max_Total_All = new ActorAttribute(0x0B3, typeof(int));
        public static ActorAttribute Damage_Weapon_Delta_Total = new ActorAttribute(0x0B4, typeof(int));
        public static ActorAttribute Damage_Weapon_Delta_Total_All = new ActorAttribute(0x0B5, typeof(int));
        public static ActorAttribute Damage_Weapon_Bonus_Delta = new ActorAttribute(0x0B6, typeof(int));
        public static ActorAttribute Damage_Weapon_Min = new ActorAttribute(0x0B7, typeof(int));
        public static ActorAttribute Damage_Weapon_Min_Total = new ActorAttribute(0x0B8, typeof(int));
        public static ActorAttribute Damage_Weapon_Min_Total_All = new ActorAttribute(0x0B9, typeof(int));
        public static ActorAttribute Damage_Weapon_Bonus_Min = new ActorAttribute(0x0BA, typeof(int));
        public static ActorAttribute Damage_Weapon_Percent_Bonus = new ActorAttribute(0x0BB, typeof(int));
        public static ActorAttribute Damage_Weapon_Percent_All = new ActorAttribute(0x0BC, typeof(int));
        public static ActorAttribute Damage_Weapon_Percent_Total = new ActorAttribute(0x0BD, typeof(int));
        public static ActorAttribute Damage_Type_Percent_Bonus = new ActorAttribute(0x0BE, typeof(int));
        public static ActorAttribute Damage_Percent_Bonus_Witchdoctor = new ActorAttribute(0x0BF, typeof(int));
        public static ActorAttribute Damage_Percent_Bonus_Wizard = new ActorAttribute(0x0C0, typeof(int));
        public static ActorAttribute Crit_Percent_Base = new ActorAttribute(0x0C1, typeof(int));
        public static ActorAttribute Crit_Percent_Bonus_Capped = new ActorAttribute(0x0C2, typeof(int));
        public static ActorAttribute Crit_Percent_Bonus_Uncapped = new ActorAttribute(0x0C3, typeof(int));
        public static ActorAttribute Crit_Percent_Cap = new ActorAttribute(0x0C4, typeof(int));
        public static ActorAttribute Crit_Damage_Percent = new ActorAttribute(0x0C5, typeof(int));
        public static ActorAttribute Crit_Effect_Time = new ActorAttribute(0x0C6, typeof(float));
        public static ActorAttribute Pierce_Chance = new ActorAttribute(0x0C7, typeof(int));
        public static ActorAttribute Damage_Absorb_Percent = new ActorAttribute(0x0C8, typeof(int));
        public static ActorAttribute Damage_Reduction_Total = new ActorAttribute(0x0C9, typeof(int));
        public static ActorAttribute Damage_Reduction_Current = new ActorAttribute(0x0CA, typeof(int));
        public static ActorAttribute Damage_Reduction_Last_Tick = new ActorAttribute(0x0CB, typeof(float));
        public static ActorAttribute Block_Chance = new ActorAttribute(0x0CC, typeof(int));
        public static ActorAttribute Block_Chance_Total = new ActorAttribute(0x0CD, typeof(int));
        public static ActorAttribute Block_Chance_Bonus_Item = new ActorAttribute(0x0CE, typeof(int));
        public static ActorAttribute Block_Chance_Item = new ActorAttribute(0x0CF, typeof(int));
        public static ActorAttribute Block_Chance_Item_Total = new ActorAttribute(0x0D0, typeof(int));
        public static ActorAttribute Block_Amount = new ActorAttribute(0x0D1, typeof(int));
        public static ActorAttribute Block_Amount_Bonus_Percent = new ActorAttribute(0x0D2, typeof(int));
        public static ActorAttribute Block_Amount_Total_Min = new ActorAttribute(0x0D3, typeof(int));
        public static ActorAttribute Block_Amount_Total_Max = new ActorAttribute(0x0D4, typeof(int));
        public static ActorAttribute Block_Amount_Item_Min = new ActorAttribute(0x0D5, typeof(int));
        public static ActorAttribute Block_Amount_Item_Delta = new ActorAttribute(0x0D6, typeof(int));
        public static ActorAttribute Block_Amount_Item_Bonus = new ActorAttribute(0x0D7, typeof(int));
        public static ActorAttribute Dodge_Chance_Bonus = new ActorAttribute(0x0D8, typeof(int));
        public static ActorAttribute Dodge_Chance_Bonus_Melee = new ActorAttribute(0x0D9, typeof(int));
        public static ActorAttribute Dodge_Chance_Bonus_Ranged = new ActorAttribute(0x0DA, typeof(int));
        public static ActorAttribute Get_Hit_Current = new ActorAttribute(0x0DB, typeof(int));
        public static ActorAttribute Get_Hit_Max_Base = new ActorAttribute(0x0DC, typeof(int));
        public static ActorAttribute Get_Hit_Max_Per_Level = new ActorAttribute(0x0DD, typeof(int));
        public static ActorAttribute Get_Hit_Max = new ActorAttribute(0x0DE, typeof(int));
        public static ActorAttribute Get_Hit_Recovery_Base = new ActorAttribute(0x0DF, typeof(int));
        public static ActorAttribute Get_Hit_Recovery_Per_Level = new ActorAttribute(0x0E0, typeof(int));
        public static ActorAttribute Get_Hit_Recovery = new ActorAttribute(0x0E1, typeof(int));
        public static ActorAttribute Get_Hit_Damage = new ActorAttribute(0x0E2, typeof(int));
        public static ActorAttribute Get_Hit_Damage_Scalar = new ActorAttribute(0x0E3, typeof(int));
        public static ActorAttribute Last_Damage_MainActor = new ActorAttribute(0x0E4, typeof(float));
        public static ActorAttribute Last_ACD_Attacked = new ActorAttribute(0x0E5, typeof(float));
        public static ActorAttribute Ignores_Critical_Hits = new ActorAttribute(0x0E6, typeof(float));
        public static ActorAttribute Immunity = new ActorAttribute(0x0E7, typeof(float));
        public static ActorAttribute Untargetable = new ActorAttribute(0x0E8, typeof(float));
        public static ActorAttribute Immobolize = new ActorAttribute(0x0E9, typeof(float));
        public static ActorAttribute Immune_To_Knockback = new ActorAttribute(0x0EA, typeof(float));
        public static ActorAttribute Power_Immobilize = new ActorAttribute(0x0EB, typeof(float));
        public static ActorAttribute Stun_Chance = new ActorAttribute(0x0EC, typeof(int));
        public static ActorAttribute Stun_Length = new ActorAttribute(0x0ED, typeof(int));
        public static ActorAttribute Stun_Recovery = new ActorAttribute(0x0EE, typeof(int));
        public static ActorAttribute Stun_Recovery_Speed = new ActorAttribute(0x0EF, typeof(int));
        public static ActorAttribute Stunned = new ActorAttribute(0x0F0, typeof(float));
        public static ActorAttribute Stun_Immune = new ActorAttribute(0x0F1, typeof(float));
        public static ActorAttribute Poison_Length_Reduction = new ActorAttribute(0x0F2, typeof(int));
        public static ActorAttribute Poisoned = new ActorAttribute(0x0F3, typeof(float));
        public static ActorAttribute Bleeding = new ActorAttribute(0x0F4, typeof(float));
        public static ActorAttribute Bleed_Duration = new ActorAttribute(0x0F5, typeof(int));
        public static ActorAttribute Chilled = new ActorAttribute(0x0F6, typeof(float));
        public static ActorAttribute Freeze_Length_Reduction = new ActorAttribute(0x0F7, typeof(int));
        public static ActorAttribute Freeze_Immune = new ActorAttribute(0x0F8, typeof(float));
        public static ActorAttribute Webbed = new ActorAttribute(0x0F9, typeof(float));
        public static ActorAttribute Slow = new ActorAttribute(0x0FA, typeof(float));
        public static ActorAttribute FireAura = new ActorAttribute(0x0FB, typeof(float));
        public static ActorAttribute LightningAura = new ActorAttribute(0x0FC, typeof(float));
        public static ActorAttribute ColdAura = new ActorAttribute(0x0FD, typeof(float));
        public static ActorAttribute PoisonAura = new ActorAttribute(0x0FE, typeof(float));
        public static ActorAttribute Blind = new ActorAttribute(0x0FF, typeof(float));
        public static ActorAttribute Enraged = new ActorAttribute(0x100, typeof(float));
        public static ActorAttribute Slowdown_Immune = new ActorAttribute(0x101, typeof(float));
        public static ActorAttribute Gethit_Immune = new ActorAttribute(0x102, typeof(float));
        public static ActorAttribute Suffocation_Per_Second = new ActorAttribute(0x103, typeof(int));
        public static ActorAttribute Suffocation_Unit_Value = new ActorAttribute(0x104, typeof(int));
        public static ActorAttribute Thorns_Percent = new ActorAttribute(0x105, typeof(int));
        public static ActorAttribute Thorns_Percent_All = new ActorAttribute(0x106, typeof(int));
        public static ActorAttribute Thorns_Percent_Total = new ActorAttribute(0x107, typeof(int));
        public static ActorAttribute Thorns_Fixed = new ActorAttribute(0x108, typeof(int));
        public static ActorAttribute Steal_Health_Percent = new ActorAttribute(0x109, typeof(int));
        public static ActorAttribute Steal_Mana_Percent = new ActorAttribute(0x10A, typeof(int));
        public static ActorAttribute Resource_On_Hit = new ActorAttribute(0x10B, typeof(int));
        public static ActorAttribute Resource_On_Kill = new ActorAttribute(0x10C, typeof(int));
        public static ActorAttribute Resource_On_Crit = new ActorAttribute(0x10D, typeof(int));
        public static ActorAttribute Hitpoints_On_Hit = new ActorAttribute(0x10E, typeof(int));
        public static ActorAttribute Hitpoints_On_Kill = new ActorAttribute(0x10F, typeof(int));
        public static ActorAttribute Damage_To_Mana = new ActorAttribute(0x110, typeof(int));
        public static ActorAttribute Last_Proc_Time = new ActorAttribute(0x111, typeof(float));
        public static ActorAttribute Damage_Power_Delta = new ActorAttribute(0x112, typeof(int));
        public static ActorAttribute Damage_Power_Min = new ActorAttribute(0x113, typeof(int));
        public static ActorAttribute Rope_Overlay = new ActorAttribute(0x114, typeof(float));
        public static ActorAttribute General_Cooldown = new ActorAttribute(0x115, typeof(float));
        public static ActorAttribute Power_Cooldown = new ActorAttribute(0x116, typeof(float));
        public static ActorAttribute Power_Cooldown_Start = new ActorAttribute(0x117, typeof(float));
        public static ActorAttribute Proc_Cooldown = new ActorAttribute(0x118, typeof(float));
        public static ActorAttribute Emote_Cooldown = new ActorAttribute(0x119, typeof(float));
        public static ActorAttribute Projectile_Speed = new ActorAttribute(0x11A, typeof(int));
        public static ActorAttribute Projectile_Speed_Increase_Percent = new ActorAttribute(0x11B, typeof(int));
        public static ActorAttribute Destroy_When_Path_Blocked = new ActorAttribute(0x11C, typeof(float));
        public static ActorAttribute Skill_Toggled_State = new ActorAttribute(0x11D, typeof(float));
        public static ActorAttribute Act = new ActorAttribute(0x11E, typeof(float));
        public static ActorAttribute Difficulty = new ActorAttribute(0x11F, typeof(float));
        public static ActorAttribute Last_Damage_Amount = new ActorAttribute(0x120, typeof(int));
        public static ActorAttribute In_Knockback = new ActorAttribute(0x121, typeof(float));
        public static ActorAttribute Amplify_Damage_Type_Percent = new ActorAttribute(0x122, typeof(int));
        public static ActorAttribute Amplify_Damage_Percent = new ActorAttribute(0x123, typeof(int));
        public static ActorAttribute Durability_Cur = new ActorAttribute(0x124, typeof(float));
        public static ActorAttribute Durability_Max = new ActorAttribute(0x125, typeof(float));
        public static ActorAttribute Durability_Last_Damage = new ActorAttribute(0x126, typeof(float));
        public static ActorAttribute Item_Quality_Level = new ActorAttribute(0x127, typeof(float));
        public static ActorAttribute Item_Cost_Percent_Bonus = new ActorAttribute(0x128, typeof(int));
        public static ActorAttribute Item_Equipped = new ActorAttribute(0x129, typeof(float));
        public static ActorAttribute Requirement = new ActorAttribute(0x12A, typeof(int));
        public static ActorAttribute Requirements_Ease_Percent = new ActorAttribute(0x12B, typeof(int));
        public static ActorAttribute Requirement_When_Equipped = new ActorAttribute(0x12C, typeof(int));
        public static ActorAttribute Sockets = new ActorAttribute(0x12D, typeof(float));
        public static ActorAttribute Sockets_Filled = new ActorAttribute(0x12E, typeof(float));
        public static ActorAttribute Stats_All_Bonus = new ActorAttribute(0x12F, typeof(int));
        public static ActorAttribute Item_Bound_To_ACD = new ActorAttribute(0x130, typeof(float));
        public static ActorAttribute Item_Locked_To_ACD = new ActorAttribute(0x131, typeof(float));
        public static ActorAttribute Item_Binding_Level_Override = new ActorAttribute(0x132, typeof(float));
        public static ActorAttribute ItemStackQuantityHi = new ActorAttribute(0x133, typeof(float));
        public static ActorAttribute ItemStackQuantityLo = new ActorAttribute(0x134, typeof(float));
        public static ActorAttribute Run_Speed_Granted = new ActorAttribute(0x135, typeof(int));
        public static ActorAttribute Run_Speed_Duration = new ActorAttribute(0x136, typeof(float));
        public static ActorAttribute IdentifyCost = new ActorAttribute(0x137, typeof(float));
        public static ActorAttribute Seed = new ActorAttribute(0x138, typeof(float));
        public static ActorAttribute IsCrafted = new ActorAttribute(0x139, typeof(float));
        public static ActorAttribute DyeType = new ActorAttribute(0x13A, typeof(float));
        public static ActorAttribute EnchantAffix = new ActorAttribute(0x13B, typeof(float));
        public static ActorAttribute EnchantRangeVal = new ActorAttribute(0x13C, typeof(float));
        public static ActorAttribute HighlySalvageable = new ActorAttribute(0x13D, typeof(float));
        public static ActorAttribute ItemUnlockTimeHi = new ActorAttribute(0x13E, typeof(float));
        public static ActorAttribute ItemUnlockTimeLo = new ActorAttribute(0x13F, typeof(float));
        public static ActorAttribute Always_Plays_GetHit = new ActorAttribute(0x140, typeof(float));
        public static ActorAttribute Hidden = new ActorAttribute(0x141, typeof(float));
        public static ActorAttribute RActor_Fade_Group = new ActorAttribute(0x142, typeof(float));
        public static ActorAttribute Quest_Range = new ActorAttribute(0x143, typeof(float));
        public static ActorAttribute Attack_Cooldown_Min = new ActorAttribute(0x144, typeof(float));
        public static ActorAttribute Attack_Cooldown_Delta = new ActorAttribute(0x145, typeof(float));
        public static ActorAttribute InitialCooldownMinTotal = new ActorAttribute(0x146, typeof(float));
        public static ActorAttribute InitialCooldownDeltaTotal = new ActorAttribute(0x147, typeof(float));
        public static ActorAttribute Attack_Cooldown_Min_Total = new ActorAttribute(0x148, typeof(float));
        public static ActorAttribute Attack_Cooldown_Delta_Total = new ActorAttribute(0x149, typeof(float));
        public static ActorAttribute Closing_Cooldown_Min_Total = new ActorAttribute(0x14A, typeof(float));
        public static ActorAttribute Closing_Cooldown_Delta_Total = new ActorAttribute(0x14B, typeof(float));
        public static ActorAttribute Quest_Monster = new ActorAttribute(0x14C, typeof(float));
        public static ActorAttribute Quest_Monster_Effect = new ActorAttribute(0x14D, typeof(float));
        public static ActorAttribute Treasure_Class = new ActorAttribute(0x14E, typeof(float));
        public static ActorAttribute Removes_Body_On_Death = new ActorAttribute(0x14F, typeof(float));
        public static ActorAttribute InitialCooldownMin = new ActorAttribute(0x150, typeof(float));
        public static ActorAttribute InitialCooldownDelta = new ActorAttribute(0x151, typeof(float));
        public static ActorAttribute Knockback_Weight = new ActorAttribute(0x152, typeof(int));
        public static ActorAttribute UntargetableByPets = new ActorAttribute(0x153, typeof(float));
        public static ActorAttribute Damage_State_Current = new ActorAttribute(0x154, typeof(float));
        public static ActorAttribute Damage_State_Max = new ActorAttribute(0x155, typeof(float));
        public static ActorAttribute Is_Player_Decoy = new ActorAttribute(0x156, typeof(float));
        public static ActorAttribute Custom_Target_Weight = new ActorAttribute(0x157, typeof(int));
        public static ActorAttribute Gizmo_State = new ActorAttribute(0x158, typeof(float));
        public static ActorAttribute Gizmo_Charges = new ActorAttribute(0x159, typeof(float));
        public static ActorAttribute Chest_Open = new ActorAttribute(0x15A, typeof(float));
        public static ActorAttribute Door_Locked = new ActorAttribute(0x15B, typeof(float));
        public static ActorAttribute Door_Timer = new ActorAttribute(0x15C, typeof(float));
        public static ActorAttribute Gizmo_Disabled_By_Script = new ActorAttribute(0x15D, typeof(float));
        public static ActorAttribute Gizmo_Operator_ACDID = new ActorAttribute(0x15E, typeof(float));
        public static ActorAttribute Triggering_Count = new ActorAttribute(0x15F, typeof(float));
        public static ActorAttribute Gate_Position = new ActorAttribute(0x160, typeof(int));
        public static ActorAttribute Gate_Velocity = new ActorAttribute(0x161, typeof(int));
        public static ActorAttribute Gizmo_Has_Been_Operated = new ActorAttribute(0x162, typeof(float));
        public static ActorAttribute Pet_Owner = new ActorAttribute(0x163, typeof(float));
        public static ActorAttribute Pet_Creator = new ActorAttribute(0x164, typeof(float));
        public static ActorAttribute Pet_Type = new ActorAttribute(0x165, typeof(float));
        public static ActorAttribute DropsNoLoot = new ActorAttribute(0x166, typeof(float));
        public static ActorAttribute GrantsNoXP = new ActorAttribute(0x167, typeof(float));
        public static ActorAttribute Hireling_Class = new ActorAttribute(0x168, typeof(float));
        public static ActorAttribute Summoned_By_SNO = new ActorAttribute(0x169, typeof(float));
        public static ActorAttribute Is_NPC = new ActorAttribute(0x16A, typeof(float));
        public static ActorAttribute NPC_Is_Operatable = new ActorAttribute(0x16B, typeof(float));
        public static ActorAttribute NPC_Is_Escorting = new ActorAttribute(0x16C, typeof(float));
        public static ActorAttribute NPC_Has_Interact_Options = new ActorAttribute(0x16D, typeof(float));
        public static ActorAttribute Conversation_Icon = new ActorAttribute(0x16E, typeof(float));
        public static ActorAttribute Callout_Cooldown = new ActorAttribute(0x16F, typeof(float));
        public static ActorAttribute Banter_Cooldown = new ActorAttribute(0x170, typeof(float));
        public static ActorAttribute Conversation_Heard_Count = new ActorAttribute(0x171, typeof(float));
        public static ActorAttribute Last_Tick_Shop_Entered = new ActorAttribute(0x172, typeof(float));
        public static ActorAttribute Is_Helper = new ActorAttribute(0x173, typeof(float));
        public static ActorAttribute Axe = new ActorAttribute(0x174, typeof(int));
        public static ActorAttribute Axe2H = new ActorAttribute(0x175, typeof(int));
        public static ActorAttribute ThrowingAxe = new ActorAttribute(0x176, typeof(int));
        public static ActorAttribute AxeAny = new ActorAttribute(0x177, typeof(int));
        public static ActorAttribute Bow = new ActorAttribute(0x178, typeof(int));
        public static ActorAttribute Crossbow = new ActorAttribute(0x179, typeof(int));
        public static ActorAttribute BowAny = new ActorAttribute(0x17A, typeof(int));
        public static ActorAttribute Club = new ActorAttribute(0x17B, typeof(int));
        public static ActorAttribute Club2H = new ActorAttribute(0x17C, typeof(int));
        public static ActorAttribute ClubAny = new ActorAttribute(0x17D, typeof(int));
        public static ActorAttribute Dagger = new ActorAttribute(0x17E, typeof(int));
        public static ActorAttribute Mace = new ActorAttribute(0x17F, typeof(int));
        public static ActorAttribute Mace2H = new ActorAttribute(0x180, typeof(int));
        public static ActorAttribute MaceAny = new ActorAttribute(0x181, typeof(int));
        public static ActorAttribute Sword = new ActorAttribute(0x182, typeof(int));
        public static ActorAttribute Sword2H = new ActorAttribute(0x183, typeof(int));
        public static ActorAttribute SwordAny = new ActorAttribute(0x184, typeof(int));
        public static ActorAttribute Polearm = new ActorAttribute(0x185, typeof(int));
        public static ActorAttribute Spear = new ActorAttribute(0x186, typeof(int));
        public static ActorAttribute Wand = new ActorAttribute(0x187, typeof(int));
        public static ActorAttribute ColdStaff = new ActorAttribute(0x188, typeof(int));
        public static ActorAttribute FireStaff = new ActorAttribute(0x189, typeof(int));
        public static ActorAttribute LightningStaff = new ActorAttribute(0x18A, typeof(int));
        public static ActorAttribute PoisonStaff = new ActorAttribute(0x18B, typeof(int));
        public static ActorAttribute StaffAny = new ActorAttribute(0x18C, typeof(int));
        public static ActorAttribute Weapon1H = new ActorAttribute(0x18D, typeof(int));
        public static ActorAttribute Weapon2H = new ActorAttribute(0x18E, typeof(int));
        public static ActorAttribute WeaponMelee = new ActorAttribute(0x18F, typeof(int));
        public static ActorAttribute WeaponRanged = new ActorAttribute(0x190, typeof(int));
        public static ActorAttribute Quiver = new ActorAttribute(0x191, typeof(int));
        public static ActorAttribute Reincarnation_Buff = new ActorAttribute(0x192, typeof(float));
        public static ActorAttribute Dead_Body_AnimTag = new ActorAttribute(0x193, typeof(float));
        public static ActorAttribute Spawned_by_ACDID = new ActorAttribute(0x194, typeof(float));
        public static ActorAttribute Summoned_By_ACDID = new ActorAttribute(0x195, typeof(float));
        public static ActorAttribute Summoner_ID = new ActorAttribute(0x196, typeof(float));
        public static ActorAttribute Banner_ACDID = new ActorAttribute(0x197, typeof(float));
        public static ActorAttribute Breakable_Shield_HP = new ActorAttribute(0x198, typeof(int));
        public static ActorAttribute Current_WeaponClass = new ActorAttribute(0x199, typeof(float));
        public static ActorAttribute Weapons_Sheathed = new ActorAttribute(0x19A, typeof(float));
        public static ActorAttribute Held_In_OffHand = new ActorAttribute(0x19B, typeof(float));
        public static ActorAttribute Attacks_Per_Second_Item_MainHand = new ActorAttribute(0x19C, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Item_OffHand = new ActorAttribute(0x19D, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Item_Total_MainHand = new ActorAttribute(0x19E, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Item_Total_OffHand = new ActorAttribute(0x19F, typeof(int));
        public static ActorAttribute Damage_Weapon_Min_Total_MainHand = new ActorAttribute(0x1A0, typeof(int));
        public static ActorAttribute Damage_Weapon_Min_Total_OffHand = new ActorAttribute(0x1A1, typeof(int));
        public static ActorAttribute Damage_Weapon_Delta_Total_MainHand = new ActorAttribute(0x1A2, typeof(int));
        public static ActorAttribute Damage_Weapon_Delta_Total_OffHand = new ActorAttribute(0x1A3, typeof(int));
        public static ActorAttribute Attacks_Per_Second_Item_CurrentHand = new ActorAttribute(0x1A4, typeof(int));
        public static ActorAttribute Damage_Weapon_Min_Total_CurrentHand = new ActorAttribute(0x1A5, typeof(int));
        public static ActorAttribute Damage_Weapon_Delta_Total_CurrentHand = new ActorAttribute(0x1A6, typeof(int));
        public static ActorAttribute Has_Special_Death_AnimTag = new ActorAttribute(0x1A7, typeof(float));
        public static ActorAttribute Death_Type_Override = new ActorAttribute(0x1A8, typeof(float));
        public static ActorAttribute In_Combat = new ActorAttribute(0x1A9, typeof(float));
        public static ActorAttribute In_Conversation = new ActorAttribute(0x1AA, typeof(float));
        public static ActorAttribute Last_Tick_Potion_Used = new ActorAttribute(0x1AB, typeof(float));
        public static ActorAttribute Potion_Dilution_Percent = new ActorAttribute(0x1AC, typeof(int));
        public static ActorAttribute Out_Of_Combat_Health_Regen_Percent = new ActorAttribute(0x1AD, typeof(int));
        public static ActorAttribute Out_Of_Combat_Mana_Regen_Percent = new ActorAttribute(0x1AE, typeof(int));
        public static ActorAttribute Potion_Dilution_Duration = new ActorAttribute(0x1AF, typeof(float));
        public static ActorAttribute Potion_Dilution_Scalar = new ActorAttribute(0x1B0, typeof(int));
        public static ActorAttribute Feared = new ActorAttribute(0x1B1, typeof(float));
        public static ActorAttribute Fear_Immune = new ActorAttribute(0x1B2, typeof(float));
        public static ActorAttribute Last_Damage_ACD = new ActorAttribute(0x1B3, typeof(float));
        public static ActorAttribute Attached_To_ACD = new ActorAttribute(0x1B4, typeof(float));
        public static ActorAttribute Attachment_ACD = new ActorAttribute(0x1B5, typeof(float));
        public static ActorAttribute Normal_Attack_Replacement_Power_SNO = new ActorAttribute(0x1B6, typeof(float));
        public static ActorAttribute Damage_Type_Override = new ActorAttribute(0x1B7, typeof(int));
        public static ActorAttribute Minion_Count_Bonus_Percent = new ActorAttribute(0x1B8, typeof(int));
        public static ActorAttribute Champion_Teleport_Next_Tick = new ActorAttribute(0x1B9, typeof(float));
        public static ActorAttribute Champion_Teleport_Time_Min_In_Seconds = new ActorAttribute(0x1BA, typeof(int));
        public static ActorAttribute Champion_Teleport_Time_Delta_In_Seconds = new ActorAttribute(0x1BB, typeof(int));
        public static ActorAttribute Champion_Clone_Next_Tick = new ActorAttribute(0x1BC, typeof(float));
        public static ActorAttribute Champion_Clone_Time_Min_In_Seconds = new ActorAttribute(0x1BD, typeof(int));
        public static ActorAttribute Champion_Clone_Time_Delta_In_Seconds = new ActorAttribute(0x1BE, typeof(int));
        public static ActorAttribute Champion_Clone_Hitpoint_Bonus_Percent = new ActorAttribute(0x1BF, typeof(int));
        public static ActorAttribute Champion_Clone_Damage_Bonus_Percent = new ActorAttribute(0x1C0, typeof(int));
        public static ActorAttribute Champion_Ghostly_Next_Tick = new ActorAttribute(0x1C1, typeof(float));
        public static ActorAttribute Champion_Ghostly_Inactive_Time_Min_In_Seconds = new ActorAttribute(0x1C2, typeof(int));
        public static ActorAttribute Champion_Ghostly_Inactive_Time_Delta_In_Seconds = new ActorAttribute(0x1C3, typeof(int));
        public static ActorAttribute Champion_Ghostly_Active_Time_Min_In_Seconds = new ActorAttribute(0x1C4, typeof(int));
        public static ActorAttribute Champion_Ghostly_Active_Time_Delta_In_Seconds = new ActorAttribute(0x1C5, typeof(int));
        public static ActorAttribute Champion_Ghostly_Saved_Dodge_Chance = new ActorAttribute(0x1C6, typeof(int));
        public static ActorAttribute Champion_Ghostly = new ActorAttribute(0x1C7, typeof(float));
        public static ActorAttribute Base_Element = new ActorAttribute(0x1C8, typeof(float));
        public static ActorAttribute Projectile_Amount_Bonus_Percent = new ActorAttribute(0x1C9, typeof(int));
        public static ActorAttribute Projectile_Reflect_Chance = new ActorAttribute(0x1CA, typeof(int));
        public static ActorAttribute Attack_Fear_Chance = new ActorAttribute(0x1CB, typeof(int));
        public static ActorAttribute Attack_Fear_Time_Min = new ActorAttribute(0x1CC, typeof(int));
        public static ActorAttribute Attack_Fear_Time_Delta = new ActorAttribute(0x1CD, typeof(int));
        public static ActorAttribute Buff_Visual_Effect = new ActorAttribute(0x1CE, typeof(float));
        public static ActorAttribute Buff_Icon_Start_Tick0 = new ActorAttribute(0x1CF, typeof(float));
        public static ActorAttribute Buff_Icon_Start_Tick1 = new ActorAttribute(0x1D0, typeof(float));
        public static ActorAttribute Buff_Icon_Start_Tick2 = new ActorAttribute(0x1D1, typeof(float));
        public static ActorAttribute Buff_Icon_Start_Tick3 = new ActorAttribute(0x1D2, typeof(float));
        public static ActorAttribute Buff_Icon_Start_Tick4 = new ActorAttribute(0x1D3, typeof(float));
        public static ActorAttribute Buff_Icon_Start_Tick5 = new ActorAttribute(0x1D4, typeof(float));
        public static ActorAttribute Buff_Icon_Start_Tick6 = new ActorAttribute(0x1D5, typeof(float));
        public static ActorAttribute Buff_Icon_Start_Tick7 = new ActorAttribute(0x1D6, typeof(float));
        public static ActorAttribute Buff_Icon_End_Tick0 = new ActorAttribute(0x1D7, typeof(float));
        public static ActorAttribute Buff_Icon_End_Tick1 = new ActorAttribute(0x1D8, typeof(float));
        public static ActorAttribute Buff_Icon_End_Tick2 = new ActorAttribute(0x1D9, typeof(float));
        public static ActorAttribute Buff_Icon_End_Tick3 = new ActorAttribute(0x1DA, typeof(float));
        public static ActorAttribute Buff_Icon_End_Tick4 = new ActorAttribute(0x1DB, typeof(float));
        public static ActorAttribute Buff_Icon_End_Tick5 = new ActorAttribute(0x1DC, typeof(float));
        public static ActorAttribute Buff_Icon_End_Tick6 = new ActorAttribute(0x1DD, typeof(float));
        public static ActorAttribute Buff_Icon_End_Tick7 = new ActorAttribute(0x1DE, typeof(float));
        public static ActorAttribute Could_Have_Ragdolled = new ActorAttribute(0x1DF, typeof(float));
        public static ActorAttribute Ambient_Damage_Effect_Last_Time = new ActorAttribute(0x1E0, typeof(float));
        public static ActorAttribute Scale_Bonus = new ActorAttribute(0x1E1, typeof(int));
        public static ActorAttribute Deleted_On_Server = new ActorAttribute(0x1E2, typeof(float));
        public static ActorAttribute Scripted_Fade_Time = new ActorAttribute(0x1E3, typeof(float));
        public static ActorAttribute Does_No_Damage = new ActorAttribute(0x1E4, typeof(float));
        public static ActorAttribute Does_Fake_Damage = new ActorAttribute(0x1E5, typeof(float));
        public static ActorAttribute SlowTime_Debuff = new ActorAttribute(0x1E6, typeof(int));
        public static ActorAttribute Blocks_Projectiles = new ActorAttribute(0x1E7, typeof(float));
        public static ActorAttribute Frozen = new ActorAttribute(0x1E8, typeof(float));
        public static ActorAttribute Freeze_Damage_Percent_Bonus = new ActorAttribute(0x1E9, typeof(int));
        public static ActorAttribute Buff_Active = new ActorAttribute(0x1EA, typeof(float));
        public static ActorAttribute DualWield_BothAttack_Chance = new ActorAttribute(0x1EB, typeof(int));
        public static ActorAttribute Summon_Expiration_Tick = new ActorAttribute(0x1EC, typeof(float));
        public static ActorAttribute Summon_Count = new ActorAttribute(0x1ED, typeof(float));
        public static ActorAttribute Uninterruptible = new ActorAttribute(0x1EE, typeof(float));
        public static ActorAttribute Queue_Death = new ActorAttribute(0x1EF, typeof(float));
        public static ActorAttribute CantStartDisplayedPowers = new ActorAttribute(0x1F0, typeof(float));
        public static ActorAttribute Wizard_Slowtime_Proxy_ACD = new ActorAttribute(0x1F1, typeof(float));
        public static ActorAttribute DPS = new ActorAttribute(0x1F2, typeof(int));
        public static ActorAttribute Resurrection_Power = new ActorAttribute(0x1F3, typeof(float));
        public static ActorAttribute Freeze_Damage = new ActorAttribute(0x1F4, typeof(int));
        public static ActorAttribute Freeze_Capacity = new ActorAttribute(0x1F5, typeof(int));
        public static ActorAttribute Thaw_Rate = new ActorAttribute(0x1F6, typeof(int));
        public static ActorAttribute Chilled_Dur_Bonus_Percent = new ActorAttribute(0x1F7, typeof(int));
        public static ActorAttribute DOT_DPS = new ActorAttribute(0x1F8, typeof(int));
        public static ActorAttribute DamageCap_Percent = new ActorAttribute(0x1F9, typeof(int));
        public static ActorAttribute Item_Time_Sold = new ActorAttribute(0x1FA, typeof(float));
        public static ActorAttribute Forced_Hireling_Power = new ActorAttribute(0x1FB, typeof(float));
        public static ActorAttribute IsRooted = new ActorAttribute(0x1FC, typeof(float));
        public static ActorAttribute RootTargetACD = new ActorAttribute(0x1FD, typeof(float));
        public static ActorAttribute RootAutoDecayPerSecond = new ActorAttribute(0x1FE, typeof(int));
        public static ActorAttribute RootUnitValue = new ActorAttribute(0x1FF, typeof(int));
        public static ActorAttribute RootTotalTicks = new ActorAttribute(0x200, typeof(float));
        public static ActorAttribute Hide_Affixes = new ActorAttribute(0x201, typeof(float));
        public static ActorAttribute Rune_A = new ActorAttribute(0x202, typeof(float));
        public static ActorAttribute Rune_B = new ActorAttribute(0x203, typeof(float));
        public static ActorAttribute Rune_C = new ActorAttribute(0x204, typeof(float));
        public static ActorAttribute Rune_D = new ActorAttribute(0x205, typeof(float));
        public static ActorAttribute Rune_E = new ActorAttribute(0x206, typeof(float));
        public static ActorAttribute Resistance_Stun = new ActorAttribute(0x207, typeof(int));
        public static ActorAttribute Resistance_Stun_Total = new ActorAttribute(0x208, typeof(int));
        public static ActorAttribute Resistance_Root = new ActorAttribute(0x209, typeof(int));
        public static ActorAttribute Resistance_Root_Total = new ActorAttribute(0x20A, typeof(int));
        public static ActorAttribute Resistance_Freeze = new ActorAttribute(0x20B, typeof(int));
        public static ActorAttribute Resistance_Freeze_Total = new ActorAttribute(0x20C, typeof(int));
        public static ActorAttribute Resistance_StunRootFreeze = new ActorAttribute(0x20D, typeof(int));
        public static ActorAttribute CrowdControl_Reduction = new ActorAttribute(0x20E, typeof(int));
        public static ActorAttribute Displays_Team_Effect = new ActorAttribute(0x20F, typeof(float));
        public static ActorAttribute Cannot_Be_Added_To_AI_Target_List = new ActorAttribute(0x210, typeof(float));
        public static ActorAttribute SkillKit = new ActorAttribute(0x211, typeof(float));
        public static ActorAttribute Immune_To_Charm = new ActorAttribute(0x212, typeof(float));
        public static ActorAttribute Immune_To_Blind = new ActorAttribute(0x213, typeof(float));
        public static ActorAttribute Damage_Shield = new ActorAttribute(0x214, typeof(float));
        public static ActorAttribute Silenced = new ActorAttribute(0x215, typeof(float));
        public static ActorAttribute Diseased = new ActorAttribute(0x216, typeof(float));
        public static ActorAttribute Guard_Object_ACDID = new ActorAttribute(0x217, typeof(float));
        public static ActorAttribute Follow_Target_ACDID = new ActorAttribute(0x218, typeof(float));
        public static ActorAttribute Follow_Target_Type = new ActorAttribute(0x219, typeof(float));
        public static ActorAttribute Forced_Enemy_ACDID = new ActorAttribute(0x21A, typeof(float));
        public static ActorAttribute NPC_Talk_Target_ANN = new ActorAttribute(0x21B, typeof(float));
        public static ActorAttribute NPC_Conv_Target_ANN = new ActorAttribute(0x21C, typeof(float));
        public static ActorAttribute Script_Target_ACDID = new ActorAttribute(0x21D, typeof(float));
        public static ActorAttribute Look_Target_Server_ANN = new ActorAttribute(0x21E, typeof(float));
        public static ActorAttribute Look_Target_Broadcast_Intensity = new ActorAttribute(0x21F, typeof(int));
        public static ActorAttribute Look_Target_Broadcast_Radius = new ActorAttribute(0x220, typeof(int));
        public static ActorAttribute Stealthed = new ActorAttribute(0x221, typeof(float));
        public static ActorAttribute GemQuality = new ActorAttribute(0x222, typeof(float));
        public static ActorAttribute ItemBuffIcon = new ActorAttribute(0x223, typeof(float));
        public static ActorAttribute ScrollDuration = new ActorAttribute(0x224, typeof(int));
        public static ActorAttribute Gizmo_Actor_SNO_To_Spawn = new ActorAttribute(0x225, typeof(float));
        public static ActorAttribute Gizmo_Actor_To_Spawn_Scale = new ActorAttribute(0x226, typeof(int));
        public static ActorAttribute Death_Replacement_Power_SNO = new ActorAttribute(0x227, typeof(float));
        public static ActorAttribute Attachment_Handled_By_Client = new ActorAttribute(0x228, typeof(float));
        public static ActorAttribute AI_In_Special_State = new ActorAttribute(0x229, typeof(float));
        public static ActorAttribute AI_Used_Scripted_Spawn_Anim = new ActorAttribute(0x22A, typeof(float));
        public static ActorAttribute AI_Spawned_By_Inactive_Marker = new ActorAttribute(0x22B, typeof(float));
        public static ActorAttribute Headstone_Player_ANN = new ActorAttribute(0x22C, typeof(float));
        public static ActorAttribute Resource_Cost_Reduction_Percent = new ActorAttribute(0x22D, typeof(int));
        public static ActorAttribute Resistance_Penetration = new ActorAttribute(0x22E, typeof(int));
        public static ActorAttribute Resistance_Penetration_Total = new ActorAttribute(0x22F, typeof(int));
        public static ActorAttribute Resistance_Penetration_All = new ActorAttribute(0x230, typeof(int));
        public static ActorAttribute Resistance_Penetration_Percent_All = new ActorAttribute(0x231, typeof(int));
        public static ActorAttribute Fury_Effect_Level = new ActorAttribute(0x232, typeof(float));
        public static ActorAttribute Health_Potion_Bonus_Heal_Percent = new ActorAttribute(0x233, typeof(int));
        public static ActorAttribute Free_Cast = new ActorAttribute(0x234, typeof(float));
        public static ActorAttribute Free_Cast_All = new ActorAttribute(0x235, typeof(float));
        public static ActorAttribute Movement_Scalar_Reduction_Percent = new ActorAttribute(0x236, typeof(int));
        public static ActorAttribute Movement_Scalar_Reduction_Resistance = new ActorAttribute(0x237, typeof(int));
        public static ActorAttribute Damage_Absorb_Percent_All = new ActorAttribute(0x238, typeof(int));
        public static ActorAttribute World_Seed = new ActorAttribute(0x239, typeof(float));
        public static ActorAttribute Kill_Count_Record = new ActorAttribute(0x23A, typeof(float));
        public static ActorAttribute Object_Destruction_Record = new ActorAttribute(0x23B, typeof(float));
        public static ActorAttribute Single_Attack_Record = new ActorAttribute(0x23C, typeof(float));
        public static ActorAttribute Environment_Attack_Record = new ActorAttribute(0x23D, typeof(float));
        public static ActorAttribute Root_Immune = new ActorAttribute(0x23E, typeof(float));
        public static ActorAttribute Monster_Play_Get_Hit_Bonus = new ActorAttribute(0x23F, typeof(int));
        public static ActorAttribute Stored_Contact_Frame = new ActorAttribute(0x240, typeof(float));
        public static ActorAttribute Buff_Icon_Count0 = new ActorAttribute(0x241, typeof(float));
        public static ActorAttribute Buff_Icon_Count1 = new ActorAttribute(0x242, typeof(float));
        public static ActorAttribute Buff_Icon_Count2 = new ActorAttribute(0x243, typeof(float));
        public static ActorAttribute Buff_Icon_Count3 = new ActorAttribute(0x244, typeof(float));
        public static ActorAttribute Buff_Icon_Count4 = new ActorAttribute(0x245, typeof(float));
        public static ActorAttribute Buff_Icon_Count5 = new ActorAttribute(0x246, typeof(float));
        public static ActorAttribute Buff_Icon_Count6 = new ActorAttribute(0x247, typeof(float));
        public static ActorAttribute Buff_Icon_Count7 = new ActorAttribute(0x248, typeof(float));
        public static ActorAttribute Observer = new ActorAttribute(0x249, typeof(float));
        public static ActorAttribute Resurrect_As_Observer = new ActorAttribute(0x24A, typeof(float));
        public static ActorAttribute Combo_Level = new ActorAttribute(0x24B, typeof(float));
        public static ActorAttribute Combo_Time_Last_Move = new ActorAttribute(0x24C, typeof(float));
        public static ActorAttribute Burrowed = new ActorAttribute(0x24D, typeof(float));
        public static ActorAttribute Death_Replacement_Effect_Group_SNO = new ActorAttribute(0x24E, typeof(float));
        public static ActorAttribute Checkpoint_Resurrection_Allowed_Game_Time = new ActorAttribute(0x24F, typeof(float));
        public static ActorAttribute Checkpoint_Resurrection_Forced_Game_Time = new ActorAttribute(0x250, typeof(float));
        public static ActorAttribute Controlling_TimedEvent_SNO = new ActorAttribute(0x251, typeof(float));
        public static ActorAttribute Casting_Speed_Percent = new ActorAttribute(0x252, typeof(int));
        public static ActorAttribute Using_Bossbar = new ActorAttribute(0x253, typeof(float));
        public static ActorAttribute Power_Buff_0_Visual_Effect = new ActorAttribute(0x254, typeof(float));
        public static ActorAttribute Power_Buff_1_Visual_Effect = new ActorAttribute(0x255, typeof(float));
        public static ActorAttribute Power_Buff_2_Visual_Effect = new ActorAttribute(0x256, typeof(float));
        public static ActorAttribute Power_Buff_3_Visual_Effect = new ActorAttribute(0x257, typeof(float));
        public static ActorAttribute Power_Buff_4_Visual_Effect = new ActorAttribute(0x258, typeof(float));
        public static ActorAttribute Power_Buff_5_Visual_Effect = new ActorAttribute(0x259, typeof(float));
        public static ActorAttribute Power_Buff_6_Visual_Effect = new ActorAttribute(0x25A, typeof(float));
        public static ActorAttribute Power_Buff_7_Visual_Effect = new ActorAttribute(0x25B, typeof(float));
        public static ActorAttribute Store_SNO = new ActorAttribute(0x25C, typeof(float));
        public static ActorAttribute Busy = new ActorAttribute(0x25D, typeof(float));
        public static ActorAttribute Afk = new ActorAttribute(0x25E, typeof(float));
        public static ActorAttribute Last_Action_Timestamp = new ActorAttribute(0x25F, typeof(float));
        public static ActorAttribute Portal_Next_Time = new ActorAttribute(0x260, typeof(float));
        public static ActorAttribute Repair_Discount_Percent = new ActorAttribute(0x261, typeof(int));
        public static ActorAttribute Resource_Degeneration_Prevented = new ActorAttribute(0x262, typeof(float));
        public static ActorAttribute Operatable = new ActorAttribute(0x263, typeof(float));
        public static ActorAttribute Look_Override = new ActorAttribute(0x264, typeof(float));
        public static ActorAttribute Spawner_Concurrent_Count_ID = new ActorAttribute(0x265, typeof(float));
        public static ActorAttribute Disabled = new ActorAttribute(0x266, typeof(float));
        public static ActorAttribute Skill_Override = new ActorAttribute(0x267, typeof(float));
        public static ActorAttribute Skill_Override_Active = new ActorAttribute(0x268, typeof(float));
        public static ActorAttribute Skill_Override_Ended = new ActorAttribute(0x269, typeof(float));
        public static ActorAttribute Skill_Override_Ended_Active = new ActorAttribute(0x26A, typeof(float));
        public static ActorAttribute Is_Power_Proxy = new ActorAttribute(0x26B, typeof(float));
        public static ActorAttribute Force_No_Death_Animation = new ActorAttribute(0x26C, typeof(float));
        public static ActorAttribute Player_WeaponClass_Anim_Override = new ActorAttribute(0x26D, typeof(float));
        public static ActorAttribute Operatable_Story_Gizmo = new ActorAttribute(0x26E, typeof(float));
        public static ActorAttribute Power_Buff_0_Visual_Effect_None = new ActorAttribute(0x26F, typeof(float));
        public static ActorAttribute Power_Buff_0_Visual_Effect_A = new ActorAttribute(0x270, typeof(float));
        public static ActorAttribute Power_Buff_0_Visual_Effect_B = new ActorAttribute(0x271, typeof(float));
        public static ActorAttribute Power_Buff_0_Visual_Effect_C = new ActorAttribute(0x272, typeof(float));
        public static ActorAttribute Power_Buff_0_Visual_Effect_D = new ActorAttribute(0x273, typeof(float));
        public static ActorAttribute Power_Buff_0_Visual_Effect_E = new ActorAttribute(0x274, typeof(float));
        public static ActorAttribute Power_Buff_1_Visual_Effect_None = new ActorAttribute(0x275, typeof(float));
        public static ActorAttribute Power_Buff_1_Visual_Effect_A = new ActorAttribute(0x276, typeof(float));
        public static ActorAttribute Power_Buff_1_Visual_Effect_B = new ActorAttribute(0x277, typeof(float));
        public static ActorAttribute Power_Buff_1_Visual_Effect_C = new ActorAttribute(0x278, typeof(float));
        public static ActorAttribute Power_Buff_1_Visual_Effect_D = new ActorAttribute(0x279, typeof(float));
        public static ActorAttribute Power_Buff_1_Visual_Effect_E = new ActorAttribute(0x27A, typeof(float));
        public static ActorAttribute Power_Buff_2_Visual_Effect_None = new ActorAttribute(0x27B, typeof(float));
        public static ActorAttribute Power_Buff_2_Visual_Effect_A = new ActorAttribute(0x27C, typeof(float));
        public static ActorAttribute Power_Buff_2_Visual_Effect_B = new ActorAttribute(0x27D, typeof(float));
        public static ActorAttribute Power_Buff_2_Visual_Effect_C = new ActorAttribute(0x27E, typeof(float));
        public static ActorAttribute Power_Buff_2_Visual_Effect_D = new ActorAttribute(0x27F, typeof(float));
        public static ActorAttribute Power_Buff_2_Visual_Effect_E = new ActorAttribute(0x280, typeof(float));
        public static ActorAttribute Power_Buff_3_Visual_Effect_None = new ActorAttribute(0x281, typeof(float));
        public static ActorAttribute Power_Buff_3_Visual_Effect_A = new ActorAttribute(0x282, typeof(float));
        public static ActorAttribute Power_Buff_3_Visual_Effect_B = new ActorAttribute(0x283, typeof(float));
        public static ActorAttribute Power_Buff_3_Visual_Effect_C = new ActorAttribute(0x284, typeof(float));
        public static ActorAttribute Power_Buff_3_Visual_Effect_D = new ActorAttribute(0x285, typeof(float));
        public static ActorAttribute Power_Buff_3_Visual_Effect_E = new ActorAttribute(0x286, typeof(float));
        public static ActorAttribute Power_Buff_4_Visual_Effect_None = new ActorAttribute(0x287, typeof(float));
        public static ActorAttribute Power_Buff_4_Visual_Effect_A = new ActorAttribute(0x288, typeof(float));
        public static ActorAttribute Power_Buff_4_Visual_Effect_B = new ActorAttribute(0x289, typeof(float));
        public static ActorAttribute Power_Buff_4_Visual_Effect_C = new ActorAttribute(0x28A, typeof(float));
        public static ActorAttribute Power_Buff_4_Visual_Effect_D = new ActorAttribute(0x28B, typeof(float));
        public static ActorAttribute Power_Buff_4_Visual_Effect_E = new ActorAttribute(0x28C, typeof(float));
        public static ActorAttribute Power_Buff_5_Visual_Effect_None = new ActorAttribute(0x28D, typeof(float));
        public static ActorAttribute Power_Buff_5_Visual_Effect_A = new ActorAttribute(0x28E, typeof(float));
        public static ActorAttribute Power_Buff_5_Visual_Effect_B = new ActorAttribute(0x28F, typeof(float));
        public static ActorAttribute Power_Buff_5_Visual_Effect_C = new ActorAttribute(0x290, typeof(float));
        public static ActorAttribute Power_Buff_5_Visual_Effect_D = new ActorAttribute(0x291, typeof(float));
        public static ActorAttribute Power_Buff_5_Visual_Effect_E = new ActorAttribute(0x292, typeof(float));
        public static ActorAttribute Power_Buff_6_Visual_Effect_None = new ActorAttribute(0x293, typeof(float));
        public static ActorAttribute Power_Buff_6_Visual_Effect_A = new ActorAttribute(0x294, typeof(float));
        public static ActorAttribute Power_Buff_6_Visual_Effect_B = new ActorAttribute(0x295, typeof(float));
        public static ActorAttribute Power_Buff_6_Visual_Effect_C = new ActorAttribute(0x296, typeof(float));
        public static ActorAttribute Power_Buff_6_Visual_Effect_D = new ActorAttribute(0x297, typeof(float));
        public static ActorAttribute Power_Buff_6_Visual_Effect_E = new ActorAttribute(0x298, typeof(float));
        public static ActorAttribute Power_Buff_7_Visual_Effect_None = new ActorAttribute(0x299, typeof(float));
        public static ActorAttribute Power_Buff_7_Visual_Effect_A = new ActorAttribute(0x29A, typeof(float));
        public static ActorAttribute Power_Buff_7_Visual_Effect_B = new ActorAttribute(0x29B, typeof(float));
        public static ActorAttribute Power_Buff_7_Visual_Effect_C = new ActorAttribute(0x29C, typeof(float));
        public static ActorAttribute Power_Buff_7_Visual_Effect_D = new ActorAttribute(0x29D, typeof(float));
        public static ActorAttribute Power_Buff_7_Visual_Effect_E = new ActorAttribute(0x29E, typeof(float));
        public static ActorAttribute Walk_Passability_Power_SNO = new ActorAttribute(0x29F, typeof(float));
        public static ActorAttribute Passability_Power_SNO = new ActorAttribute(0x2A0, typeof(float));
        public static ActorAttribute Flippy_ID = new ActorAttribute(0x2A1, typeof(float));
        public static ActorAttribute Summoning_Machine_Num_Casters = new ActorAttribute(0x2A2, typeof(float));
        public static ActorAttribute Summoning_Machine_Spawn_Count = new ActorAttribute(0x2A3, typeof(float));
        public static ActorAttribute Summoning_Machine_Next_Spawn_Ticks = new ActorAttribute(0x2A4, typeof(float));
        public static ActorAttribute Summoning_Machine_Spawn_Team = new ActorAttribute(0x2A5, typeof(float));
        public static ActorAttribute Screen_Attack_Radius_Constant = new ActorAttribute(0x2A6, typeof(int));
        public static ActorAttribute Damage_Done_Reduction_Percent = new ActorAttribute(0x2A7, typeof(int));
        public static ActorAttribute Set_Item_Count = new ActorAttribute(0x2A8, typeof(float));
        public static ActorAttribute Spawner_Countdown_Percent = new ActorAttribute(0x2A9, typeof(int));
        public static ActorAttribute Attack_Slow = new ActorAttribute(0x2AA, typeof(float));
        public static ActorAttribute Power_Disabled = new ActorAttribute(0x2AB, typeof(float));
        public static ActorAttribute Weapon_Effect_Override = new ActorAttribute(0x2AC, typeof(float));
        public static ActorAttribute Debuff_Duration_Reduction_Percent = new ActorAttribute(0x2AD, typeof(int));
        public static ActorAttribute Uses_PvP_Power_Tags = new ActorAttribute(0x2AE, typeof(float));
        public static ActorAttribute Trait = new ActorAttribute(0x2AF, typeof(float));
        public static ActorAttribute Last_ACD_Attacked_By = new ActorAttribute(0x2B0, typeof(float));
        public static ActorAttribute Gold_PickUp_Radius = new ActorAttribute(0x2B1, typeof(int));
        public static ActorAttribute Client_Only_Effect = new ActorAttribute(0x2B2, typeof(float));
        public static ActorAttribute Has_Doppelganger_Cloned = new ActorAttribute(0x2B3, typeof(float));
        public static ActorAttribute Resource_Gain_Bonus_Percent = new ActorAttribute(0x2B4, typeof(int));
        public static ActorAttribute Looping_Animation_Start_Time = new ActorAttribute(0x2B5, typeof(float));
        public static ActorAttribute Looping_Animation_End_Time = new ActorAttribute(0x2B6, typeof(float));
        public static ActorAttribute Looping_Animation_Suppress_Item_Tooltips = new ActorAttribute(0x2B7, typeof(float));
        public static ActorAttribute Heal_Effect_Last_Played_Tick = new ActorAttribute(0x2B8, typeof(float));
        public static ActorAttribute Resource_Effect_Last_Played_tick = new ActorAttribute(0x2B9, typeof(float));
        public static ActorAttribute Thorns_Effect_Last_Played_tick = new ActorAttribute(0x2BA, typeof(float));
        public static ActorAttribute PVP_Kills = new ActorAttribute(0x2BB, typeof(float));
        public static ActorAttribute PVP_Deaths = new ActorAttribute(0x2BC, typeof(float));
        public static ActorAttribute PVP_Assists = new ActorAttribute(0x2BD, typeof(float));
        public static ActorAttribute PVP_Progression_Points_Gained = new ActorAttribute(0x2BE, typeof(float));
        public static ActorAttribute PVP_Current_Kill_Streak = new ActorAttribute(0x2BF, typeof(float));
        public static ActorAttribute PVP_Current_Death_Streak = new ActorAttribute(0x2C0, typeof(float));
        public static ActorAttribute PVP_Longest_Kill_Streak = new ActorAttribute(0x2C1, typeof(float));
        public static ActorAttribute PVP_Longest_Death_Streak = new ActorAttribute(0x2C2, typeof(float));
        public static ActorAttribute Turn_Rate_Scalar = new ActorAttribute(0x2C3, typeof(int));
        public static ActorAttribute Turn_Accel_Scalar = new ActorAttribute(0x2C4, typeof(int));
        public static ActorAttribute Turn_Deccel_Scalar = new ActorAttribute(0x2C5, typeof(int));
        public static ActorAttribute No_Health_Drop = new ActorAttribute(0x2C6, typeof(float));
        public static ActorAttribute Leader = new ActorAttribute(0x2C7, typeof(float));
        public static ActorAttribute IsContentRestrictedActor = new ActorAttribute(0x2C8, typeof(float));
        public static ActorAttribute InBossEncounter = new ActorAttribute(0x2C9, typeof(float));
        public static ActorAttribute God = new ActorAttribute(0x2CA, typeof(float));
        public static ActorAttribute MinimapActive = new ActorAttribute(0x2CB, typeof(float));
        public static ActorAttribute MinimapIconOverride = new ActorAttribute(0x2CC, typeof(float));
        public static ActorAttribute MinimapDisableArrow = new ActorAttribute(0x2CD, typeof(float));
        public static ActorAttribute Last_Blocked_ACD = new ActorAttribute(0x2CE, typeof(float));
        public static ActorAttribute Last_Blocked_Time = new ActorAttribute(0x2CF, typeof(float));
        public static ActorAttribute Deactivate_Lure = new ActorAttribute(0x2D0, typeof(float));
        public static ActorAttribute Weapons_Hidden = new ActorAttribute(0x2D1, typeof(float));
        public static ActorAttribute Actor_Updates_Attributes_From_Owner = new ActorAttribute(0x2D2, typeof(float));
        public static ActorAttribute Taunt_Target_ACD = new ActorAttribute(0x2D3, typeof(float));
        public static ActorAttribute UI_Only_Percent_Damage_Increase = new ActorAttribute(0x2D4, typeof(int));
        public static ActorAttribute Projectile_Effect_SNO = new ActorAttribute(0x2D5, typeof(float));
        public static ActorAttribute On_Hit_Fear_Proc_Chance = new ActorAttribute(0x2D6, typeof(int));
        public static ActorAttribute On_Hit_Stun_Proc_Chance = new ActorAttribute(0x2D7, typeof(int));
        public static ActorAttribute On_Hit_Blind_Proc_Chance = new ActorAttribute(0x2D8, typeof(int));
        public static ActorAttribute On_Hit_Freeze_Proc_Chance = new ActorAttribute(0x2D9, typeof(int));
        public static ActorAttribute On_Hit_Chill_Proc_Chance = new ActorAttribute(0x2DA, typeof(int));
        public static ActorAttribute On_Hit_Slow_Proc_Chance = new ActorAttribute(0x2DB, typeof(int));
        public static ActorAttribute On_Hit_Immobilize_Proc_Chance = new ActorAttribute(0x2DC, typeof(int));
        public static ActorAttribute On_Hit_Knockback_Proc_Chance = new ActorAttribute(0x2DD, typeof(int));
        public static ActorAttribute On_Hit_Bleed_Proc_Chance = new ActorAttribute(0x2DE, typeof(int));
        public static ActorAttribute On_Hit_Bleed_Proc_Damage_Base = new ActorAttribute(0x2DF, typeof(int));
        public static ActorAttribute On_Hit_Bleed_Proc_Damage_Delta = new ActorAttribute(0x2E0, typeof(int));
        public static ActorAttribute Damage_Percent_Reduction_From_Ranged = new ActorAttribute(0x2E1, typeof(int));
        public static ActorAttribute Damage_Percent_Reduction_From_Melee = new ActorAttribute(0x2E2, typeof(int));
        public static ActorAttribute Damage_Percent_Reduction_Turns_Into_Heal = new ActorAttribute(0x2E3, typeof(int));
        public static ActorAttribute Damage_Percent_Reduction_From_Elites = new ActorAttribute(0x2E4, typeof(int));
        public static ActorAttribute Damage_Percent_Reduction_From_Type = new ActorAttribute(0x2E5, typeof(int));
        public static ActorAttribute Damage_Percent_Bonus_Vs_Monster_Type = new ActorAttribute(0x2E6, typeof(int));
        public static ActorAttribute Damage_Percent_Bonus_Vs_Elites = new ActorAttribute(0x2E7, typeof(int));
        public static ActorAttribute Item_Manipulation_Timeout = new ActorAttribute(0x2E8, typeof(float));
        public static ActorAttribute Picked_Up_Time = new ActorAttribute(0x2E9, typeof(float));
        public static ActorAttribute Unequipped_Time = new ActorAttribute(0x2EA, typeof(float));
        public static ActorAttribute Last_ACD_Killed_Time = new ActorAttribute(0x2EB, typeof(float));
        public static ActorAttribute CannotDieDuring = new ActorAttribute(0x2EC, typeof(float));
        public static ActorAttribute Weapon_On_Hit_Fear_Proc_Chance = new ActorAttribute(0x2ED, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Stun_Proc_Chance = new ActorAttribute(0x2EE, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Blind_Proc_Chance = new ActorAttribute(0x2EF, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Freeze_Proc_Chance = new ActorAttribute(0x2F0, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Chill_Proc_Chance = new ActorAttribute(0x2F1, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Slow_Proc_Chance = new ActorAttribute(0x2F2, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Immobilize_Proc_Chance = new ActorAttribute(0x2F3, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Knockback_Proc_Chance = new ActorAttribute(0x2F4, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Chance = new ActorAttribute(0x2F5, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Damage_Base = new ActorAttribute(0x2F6, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Damage_Delta = new ActorAttribute(0x2F7, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Fear_Proc_Chance_MainHand = new ActorAttribute(0x2F8, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Fear_Proc_Chance_OffHand = new ActorAttribute(0x2F9, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Fear_Proc_Chance_CurrentHand = new ActorAttribute(0x2FA, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Stun_Proc_Chance_MainHand = new ActorAttribute(0x2FB, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Stun_Proc_Chance_OffHand = new ActorAttribute(0x2FC, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Stun_Proc_Chance_CurrentHand = new ActorAttribute(0x2FD, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Blind_Proc_Chance_MainHand = new ActorAttribute(0x2FE, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Blind_Proc_Chance_OffHand = new ActorAttribute(0x2FF, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Blind_Proc_Chance_CurrentHand = new ActorAttribute(0x300, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Freeze_Proc_Chance_MainHand = new ActorAttribute(0x301, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Freeze_Proc_Chance_OffHand = new ActorAttribute(0x302, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Freeze_Proc_Chance_CurrentHand = new ActorAttribute(0x303, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Chill_Proc_Chance_MainHand = new ActorAttribute(0x304, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Chill_Proc_Chance_OffHand = new ActorAttribute(0x305, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Chill_Proc_Chance_CurrentHand = new ActorAttribute(0x306, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Slow_Proc_Chance_MainHand = new ActorAttribute(0x307, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Slow_Proc_Chance_OffHand = new ActorAttribute(0x308, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Slow_Proc_Chance_CurrentHand = new ActorAttribute(0x309, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Immobilize_Proc_Chance_MainHand = new ActorAttribute(0x30A, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Immobilize_Proc_Chance_OffHand = new ActorAttribute(0x30B, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Immobilize_Proc_Chance_CurrentHand = new ActorAttribute(0x30C, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Knockback_Proc_Chance_MainHand = new ActorAttribute(0x30D, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Knockback_Proc_Chance_OffHand = new ActorAttribute(0x30E, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Knockback_Proc_Chance_CurrentHand = new ActorAttribute(0x30F, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Chance_MainHand = new ActorAttribute(0x310, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Chance_OffHand = new ActorAttribute(0x311, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Chance_CurrentHand = new ActorAttribute(0x312, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Damage_Base_MainHand = new ActorAttribute(0x313, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Damage_Base_OffHand = new ActorAttribute(0x314, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Damage_Base_CurrentHand = new ActorAttribute(0x315, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Damage_Delta_MainHand = new ActorAttribute(0x316, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Damage_Delta_OffHand = new ActorAttribute(0x317, typeof(int));
        public static ActorAttribute Weapon_On_Hit_Bleed_Proc_Damage_Delta_CurrentHand = new ActorAttribute(0x318, typeof(int));
        public static ActorAttribute Power_Damage_Percent_Bonus = new ActorAttribute(0x319, typeof(int));
        public static ActorAttribute Power_Resource_Reduction = new ActorAttribute(0x31A, typeof(int));
        public static ActorAttribute Power_Cooldown_Reduction = new ActorAttribute(0x31B, typeof(int));
        public static ActorAttribute Power_Duration_Increase = new ActorAttribute(0x31C, typeof(int));
        public static ActorAttribute Power_Crit_Percent_Bonus = new ActorAttribute(0x31D, typeof(int));
        public static ActorAttribute Weapon_Crit_Chance = new ActorAttribute(0x31E, typeof(int));
        public static ActorAttribute Weapon_Crit_Chance_MainHand = new ActorAttribute(0x31F, typeof(int));
        public static ActorAttribute Weapon_Crit_Chance_OffHand = new ActorAttribute(0x320, typeof(int));
        public static ActorAttribute Weapon_Crit_Chance_CurrentHand = new ActorAttribute(0x321, typeof(int));
        public static ActorAttribute Strength_Item = new ActorAttribute(0x322, typeof(int));
        public static ActorAttribute Dexterity_Item = new ActorAttribute(0x323, typeof(int));
        public static ActorAttribute Intelligence_Item = new ActorAttribute(0x324, typeof(int));
        public static ActorAttribute Vitality_Item = new ActorAttribute(0x325, typeof(int));
        public static ActorAttribute Item_Level_Requirement_Reduction = new ActorAttribute(0x326, typeof(float));
        public static ActorAttribute Item_Durability_Percent_Bonus = new ActorAttribute(0x327, typeof(int));
        public static ActorAttribute Item_Indestructible = new ActorAttribute(0x328, typeof(float));
        public static ActorAttribute Core_Attributes_From_Item_Bonus_Multiplier = new ActorAttribute(0x329, typeof(int));
        public static ActorAttribute Waiting_To_Accept_Resurrection = new ActorAttribute(0x32A, typeof(float));
        public static ActorAttribute Ghosted = new ActorAttribute(0x32B, typeof(float));
        public static ActorAttribute Special_Inventory_Has_Sold = new ActorAttribute(0x32C, typeof(float));
        public static ActorAttribute Power_Channel_Lockout_Time = new ActorAttribute(0x32D, typeof(float));
        public static ActorAttribute Power_Buff_0_Lockout_Time = new ActorAttribute(0x32E, typeof(float));
        public static ActorAttribute Power_Buff_1_Lockout_Time = new ActorAttribute(0x32F, typeof(float));
        public static ActorAttribute Power_Buff_2_Lockout_Time = new ActorAttribute(0x330, typeof(float));
        public static ActorAttribute Power_Buff_3_Lockout_Time = new ActorAttribute(0x331, typeof(float));
        public static ActorAttribute Power_Buff_4_Lockout_Time = new ActorAttribute(0x332, typeof(float));
        public static ActorAttribute Power_Buff_5_Lockout_Time = new ActorAttribute(0x333, typeof(float));
        public static ActorAttribute Power_Buff_6_Lockout_Time = new ActorAttribute(0x334, typeof(float));
        public static ActorAttribute Power_Buff_7_Lockout_Time = new ActorAttribute(0x335, typeof(float));
        public static ActorAttribute Known_By_Owner = new ActorAttribute(0x336, typeof(float));
        public static ActorAttribute Never_Deactivates = new ActorAttribute(0x337, typeof(float));
        public static ActorAttribute Account_Under_Review = new ActorAttribute(0x338, typeof(float));
        public static ActorAttribute Projectile_Detonate_Time = new ActorAttribute(0x339, typeof(float));
        #endregion
    }
}
